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Swords-Wizardry-Complete-revised

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Creating a character<br />

Table 17: Thieving Skills<br />

Level<br />

Climb Walls<br />

Delicate Tasks<br />

and Traps<br />

Hear Sounds<br />

Hide in Shadows<br />

Move Silently<br />

Open Locks<br />

1 85 % 15 % 3 in 6 10 % 20 % 10 %<br />

2 86 20 3 in 6 15 25 15<br />

3 87 25 4 in 6 20 30 20<br />

4 88 30 4 in 6 25 35 25<br />

5 89 35 4 in 6 30 40 30<br />

6 90 40 4 in 6 35 45 35<br />

7 91 45 5 in 6 40 50 40<br />

8 92 50 5 in 6 55 60 55<br />

9 93 60 5 in 6 65 70 65<br />

10 94 70 5 in 6 75 80 75<br />

11 95 80 6 in 6 85 90 85<br />

12 96 90 6 in 6 95 100 95<br />

13 97 100 6 in 6 100 100 100<br />

14 98 100 6 in 6 100 100 100<br />

15 99 100 6 in 6 100 100 100<br />

16+ Remains at 99 Remains at 100 Remains at 6 in 6 Remains at 100 Remains at 100 Remains at 100<br />

Some non-human Thieves gain bonuses to certain thieving abilities, as described in the table below:<br />

Table 18: Non-human Thief Bonuses Table<br />

Race<br />

Climb Walls<br />

Delicate Tasks<br />

and Traps<br />

Hear Sounds<br />

Hide in Shadows<br />

Move Silently<br />

Open Locks<br />

Dwarf - +10 - +5 +5 +5<br />

Elf - - - +15 +10 -<br />

Half-Elf - - - - - -<br />

Halfling - +5 - +10 +10 +10<br />

Table 19: Thief Advancement Table<br />

Level<br />

Experience Points Required<br />

for Level<br />

Hit Dice (d4)<br />

Saving Throw<br />

1 0 1 15<br />

2 1250 2 14<br />

3 2500 3 13<br />

4 5000 4 12<br />

5 10000 5 11<br />

6 20000 6 10<br />

7 40000 7 9<br />

8 60000 8 8<br />

9 90000 9 7<br />

10 120000 10 6<br />

11 240000 10+1 hp 5<br />

12+ +130,000 +1 hp/level Remains at 5<br />

Changing Character Class<br />

Dual-Classing<br />

Single-classed Fighters, Magic-Users, Clerics, and Thieves can change<br />

character class, progressing in the new class and abandoning the old one. The<br />

only limitation is that Magic-Users may not switch to become Clerics, nor<br />

can Clerics switch to Magic-User. In order to change class, the character must<br />

have a minimum attribute score of 16 in the Prime Attribute of the new class.<br />

Further rules are up to the Referee, who will take into account that advancing<br />

in the new class would be quite fast, since the low levels do not require as<br />

many experience points for advancement. One possible way to limit a rapid<br />

rise in hit dice for one of these “dual-classed” characters is to reduce the<br />

amount of XP given to the character from adventuring, dividing all gained XP<br />

by the level at which the character made the switch. Thus, a 5th-level Magic-<br />

User who switches to become a Fighter (keeping the Magic-User powers)<br />

would divide all awards of experience points by 5 for gaining Fighter levels<br />

until becoming a 5th level Fighter. Note that switching classes would not<br />

allow the character to have more than 9 full hit dice no matter how many total<br />

levels were gained. Obviously, too, the character must be behaving mainly in<br />

the capacity of the new class, relying on the abilities of the former class as a<br />

secondary or even last-ditch resort. There are many possible ways to handle<br />

such “dual-classing,” and the Referee is the ultimate decision maker on how to<br />

handle it.<br />

Taking the Vows of a Paladin<br />

A Fighter of Lawful alignment may at any time take on the vows of a<br />

Paladin, and become a member of that class, provided the character has<br />

a Charisma of at least 17. The Referee will decide how to handle such<br />

matters as the level, hit dice, and experience points the character has after<br />

making this change; it is strongly recommended that the character not<br />

actually gain experience points by changing classes, however.<br />

24

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